This JAM-PACKED Patch Will Shake Up The META! | Marvel SNAP 9/26 Patch Review

Описание к видео This JAM-PACKED Patch Will Shake Up The META! | Marvel SNAP 9/26 Patch Review

A ton of changes, but I'm not sure how much they change the meta. Maybe more Galactus and less Hela. Hopefully?

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Hela
● [Old] 6/6 - On Reveal: Resurrect all cards you discarded to random locations with -2
Power.
● [New] 6/7 - On Reveal: Resurrect all cards you discarded to random locations with -3
Power.
Hela’s seen a resurgence in popularity with Hellcow’s change to Activate and Black Cat’s buff to
10 Power. While her win and cube rates haven’t been out of line, this change has strengthened
the deck by making it easier to resurrect more Power with less risk than before, which can feel
frustratingly difficult to contest for many decks. We’re taking some additional Power away from
the resurrected cards as a bit of compensation for this added strength, but balancing it a touch
with more Power for Hela.
Marvel Boy
● [Old] 3/2 - After each turn, give 3 of your 1-Cost cards +1 Power.
● [Change] 3/2 - 3/1
Ever since Marvel Boy’s release, Zoo decks with tons of 1-Cost cost cards have been riding
high. We’re glad to see this deck back in contention at the top of the metagame, but the games
with an early Marvel Boy tend to put up some particularly strong numbers. We’re making a slight
ding here to make it a little bit easier to challenge the Zoo deck for multiple locations, given how
often Gilgamesh can win them one.
War Machine
● [Old] 4/7 - Ongoing: Nothing can stop you from playing cards anywhere.
● [Change] 4/7 - 4/6
Symbiote Spider-Man
● [Old] 4/6 - Activate: Merge your lowest-Cost card here with this. Copy its text like it just
revealed.
● [Change] 4/6 - 4/7
You’ve all found a ton of awesome things to do with Symbiote Spider-Man, from retriggering
Doctor Doom to safeguarding the Power of Human Torch. But a lot of those strategies have
been a bit inconsistent, and when they don’t pan out, Symbiote Spider-Man has been
underdelivering on board presence. To ensure those cool things are less risky, we want to raise
the floor so that Symbiote Spider-Man contributes a meaningful amount of Power the rest of the
time.
Galactus
● [Old] 6/5 - On Reveal: If you’re winning this location and this is your only card here,
destroy all other locations.
● [Change] 6/5 - 6/6
Galactus’s stats have been lagging as we’ve added more 3/5s to the game, and we’ve been
looking at buffing him for a while. One reason we waited was that we were wary of his
interaction with Symbiote Spider-Man–our internal testing didn't reveal this to be problematic,
but we can't ever know we've "solved" a deck for sure. Now that we’ve seen the potential to
create a higher-Powered Galactus hasn’t proven too frequent and frustrating in the real world,
we’re comfortable boosting Galactus up as we’d hoped to.
Negasonic Teenage Warhead
● [Old] 3/2 - After an enemy card is played here, destroy it. (once per game)
● [Change] 3/2 - 3/3
Negasonic Teenage Warhead has been in a similar boat, to a smaller degree. Resetting her
ability with Symbiote Spider-Man has the potential to blow up a lot of Power, but it's proved easy
enough to adapt to Symbiote Spider-Man’s looming combos. So we're giving Negasonic the
Power she needs to perform better on her own.
Black Panther
● [Old] 5/4 - On Reveal: Double this card’s Power.
● [Change] 5/4 - 5/5
Black Panther has long been one of the most exciting "combo cards" in Marvel SNAP. The
combo is awesome and has the potential to take over games with the likes of Wong and Arnim
Zola. We think that’s a cool deck as long as there’s enough counterplay to it, so buffing Black
Panther should help the deck compete when it doesn’t draw enough of the full combo, albeit
making the combo easier to stop preemptively with Shang-Chi. That's good, on the off chance
this buff makes such a deck too prevalent.
Kraven
● [Old] 2/2 - When a card moves here, this gains +2 Power.
● [Change] 2/2 - 2/3
We’ve been glad to see all the experimentation around new move decklists with Madame Web
and Araña, but the rising tide hasn’t lifted all boats. Kraven has struggled to compete with
Madame Web asking to be played on the same turn, so we wanted to give him a little extra
Power to keep the decision interesting and hopefully prompt even more diversity among move
builds.
Hercules
● [Old] 3/4 - The first time another card moves here each turn, move it to another location.
● [Change] 3/4 - 3/5
Hercules has similarly been struggling to make a major contribution to move decks. When the
setup is just right he does amazing things, knocking cards like Human Torch and Vulture back
and forth between his location and Madame Web’s. But when that doesn’t pan out, he’s not
contributing enough. Given we've just introduced some fun new movement cards to the mix that
have room for more strength, we’re happy to give Herc some extra Power.

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